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Face it, the tech industry is obsessed with resolution; we want every display to be high definition, regardless of size. We also want our devices to be affordable, leaving device manufactures with an interesting problem: how do they manufacture low-cost products with high-resolution screens? NVIDIA researchers have one solution -- stack two low-resolution panels on top of each other to increase pixel density on the cheap. The solution is so simple it sounds ridiculous, but apparently, it works.

Google's latched on to Diane von Fürstenberg as the solution for making Glass fashion-forward, unveiling a collection of frames made by the famed Belgian designer last week. While it remains to be seen whether trendy-colored frames can make a $1,500 wearable more appealing, a few smaller companies here at Computex in Taiwan have some novel ideas that could make you more willing to strap a mini-computer on your face... or your wrist.

You'll find plenty of knockoff wearables at a trade show like Computex, but there are always a few gems mixed in among the boring copycats. Exhibit A: View Phone Technology, a little-known Taiwanese company, is showing off a head-mounted 3D display that puts content from your phone directly before your eyes. The aptly named PhoneStation converts video to 3D, letting you use any handset to stream movies and TV shows directly from YouTube.%Gallery-slideshow198594%

It's not exactly a good sign when your product's being held together with Scotch Tape. But that's actually one of the main points of distinction between the SiME Smart Glass and Google's version of the wearable -- that and a much lower price point, of course. Taiwanese company ChipSip hopes to sell its Google Glass knock-off for $500, and though that seems palatable compared to $1,500, it's still not cheap. That price is even harder to swallow when you see just how complicated it is to use, as we discovered on the Computex show floor.%Gallery-slideshow198595%

A terminally ill woman has reminded us of the limitless potential for devices like the Oculus Rift beyond just gaming and entertainment. After Roberta Firstenberg's cancer treatments failed last year, she was told she had just a few months to live. That prompted her game artist granddaughter Priscilla ("Pri") to send a moving note to the Oculus Rift support team, who quickly decided to send a dev unit. Using the 3D headset, Roberta was able to experience mobility again with the Tuscany Villa demo, complete with virtual trees, stairs and butterflies. She was even able to see her younger self and a beloved, deceased pet via a fortuitous Google Street View snap -- which inspired another idea.

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CancerHMDOculusOculusRiftTerminallyIllVirtualRealityVRFri, 18 Apr 2014 10:43:00 -040021|20871708http://www.joystiq.com/2014/03/18/rumor-microsoft-also-developing-3d-virtual-reality-devices/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Joystiq&ncid=rss_semi
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Microsoft may unveil its own 3D virtual reality device in the future, providing that sources close to The Wall Street Journal are accurate. "People familiar with the project" reportedly confirmed that the hardware manufacturer developed virtual reality devices and has already filed one patent for the project.

The technology has seemingly been developed concurrently with a project called "Fortaleza," which translates to "fortress" in Portuguese. The projects are expected to result in a "suite of experiences unique to Microsoft's Xbox products," the report reads. This follows another rumor from last week that indicated Sony might announce its own virtual reality headset, as well as news from today showing Valve's continued support of VR through Steam.

One version of Microsoft's apparent foray into virtual reality uses augmented reality technology, which projects computer-generated visuals onto real-world images. Augmented reality devices have gained some traction recently: Ex-Valve employees managed to earn over $1 million on Kickstarter in November for their Cast AR headset, $400,000 of which came from just two days of funding.

The Wall Street Journal
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hardwareheadsethmdmicrosoftVirtual-Realityvrxboxxbox-oneTue, 18 Mar 2014 16:00:00 -040011|20852222http://www.joystiq.com/2014/03/18/valve-adds-virtual-reality-mode-to-latest-steam-beta/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Joystiq&ncid=rss_semi
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Valve is gradually embracing the warmth of an enormous video screen being mounted to its face, as it updated the beta client of Steam to add a "virtual reality mode" option. The newest beta version of Steam removes the "-vr" command line option in favor of a button in the view menu, which only appears for those with SteamVR installed when a head-mounted display like the Oculus Rift is detected.

Virtual reality became a big focal point for Valve in recent years, and its former head of VR joined Oculus VR's new Seattle team just one week ago. Our friends at Engadget seem to believe that this week, the week of the Game Developers Conference, is the time that the virtual reality landscape will begin to "look very different." Given the recent rumor that Sony will unveil its own virtual reality headset in the coming days, we tend to agree.

All the fun of a live event, minus the spilled beer and bank-breaking ticket prices. That's what this team-up, from Japanese telecoms giant NTT and the company behind video network NicoNico Douga, is about. They have co-developed a 360-degree broadcast video system that aims to replicate live concerts and more. The system will let viewers choose where to look, as it'll connect to existing head-mounted displays (HMDs) allowing a certain degree of personalized viewing, although both sides are pushing to call it interactive -- you might remember Next3D's slightly similar plans to deliver immersive video through the Oculus Rift. Through the collaboration between NicoNico owners Dwango and NTT, the live video content (recorded at an existing event space in the middle of Tokyo), has been developed alongside broadcast technology aimed at "optimizing both video and audio quality."

Users can move their HMD around to shift their view, and the cloud processes and machinations aim to maximize stream quality for where (and on what) you're viewing, "as if you're really there." The system will aim to strike a balance between broadcasting both a stable stream and a high-quality one, with mobile users staying connected, while PC users on less dense networks get a better stream. The entire service is now being put through stress testing. Both companies are looking to see how effective the new service is before developing it further, although a collaborative Hatsune Miku concert is now probably inevitable.

We weren't expecting to see the final Glyph prototype materialize until just before CES, but Avegant is ready to show off the latest consumer design in the flesh, presented above (and again after the break) for your viewing pleasure. The high-res retinal display projects an image directly into your eyes, enabling a much sharper picture than what you'd experience by looking at a traditional panel. According to Avegant reps, this alpha prototype currently undergoing testing has smaller optics and improved adjustments compared to the demo unit we tried out in October, and it's far more attractive, to boot. The company plans to launch a Kickstarter campaign on January 22nd, with a beta version of Glyph shipping to pre-order customers for $499 by the end of 2014.

We were sold on Avegant's retinal head-mounted display even when it looked like this, but the company's latest reveal has us throwing balls of cash at the screen. The consumer version will be branded as Glyph, and it's set to debut January 22nd on Kickstarter with a pre-order price of $499. Avegant had its previous-gen prototype on hand last month at Engadget Expand, and the refreshed version (pictured above) will be on display at CES -- it looks quite nice in the render, but this is a product you'll really need to see to believe.

The device will sport integrated noise-canceling headphones with a flip-down display, enabling the unit to double as a standard set of cans when you're not in the mood to consume super-sharp video content projected from the built-in virtual retinal display. We spent a few minutes with the final headphone design this week, and audio sounded great, but you'll have to hang tight until CES for a full hands-on with the refreshed version. For now, click through for our hands-on demo with the previous prototype, narrated by Avegant CEO Ed Tang.

We've never seen a product quite like this, and for Avegant, that's very good news. The startup's prototype virtual retinal display (VRD) delivers insanely sharp definition and a realistic image even with low-resolution sources by projecting directly into each eye using an array of two million micromirrors. There's no screen inside, though your brain interprets the signal as an 80-inch panel viewed from eight feet away. The effect isn't entirely dissimilar to what you'll find with other products, such as Vuzix's Wrap glasses or Sony's HMZ, though the quality -- and the overall experience -- blows everything else out of the water. We've heard a bit about Avegant's prototype, but without an opportunity to test it out, we were skeptical. This technology is impossible to demonstrate through any other medium, which will present some marketing challenges for the six-person team. For the firm's current round of tech demos, that's no problem, but a consumer model is coming very soon, and when it hits, you're definitely going to want to try it out.

The production model, which is slated to ship sometime in Q1 2014, will be a far cry from the prototype we tested this week. It's expected to weigh significantly less, with a much more manageable footprint, integrated sound and a battery pack for power on the go. It'll be just as powerful, however, despite the design tweaks. The HMD, which can handle 240Hz content (and beyond), will connect to a variety of sources -- DVD players, laptops, smartphones and game consoles -- and regardless of the quality of the stream, footage should look sharp and realistic. It'll serve as a head-tracking VR device during game play, a bit like the Oculus Rift, but it'll be just as appropriate for consuming movies and TV shows, or even browsing the web. We watched a few minutes of Life of Pi in 720p 3D, played a bit of Call of Duty and poked around a 360-degree video filmed at a traffic circle in Italy. It all looked great, and that latter clip, which was streaming from a smartphone, was a mere 360 x 180 pixels.

The HMD is designed to make everyday media look great, but the developers we met, CTO Alan Evans and CEO Edward Tang, also envision a variety of content created specifically for the display. Imagine moving your head to look around a football stadium during a broadcast NFL game, or exploring distant cities in much the same way. We don't have any pricing info to share, but consumer prototypes are expected at CES and the device should make its way to a crowdfunding site within the next few months. We can't wait to watch a handful of movies on the to-be-named Avegant HMD during a flight to Asia or spend half a day shooting zombies with some shockingly immersive gameplay. In the meantime, there's a prototype hands-on to tide you over, embedded after the break.%Gallery-slideshow100454%

US buyers who want to swap large displays for wearable screens might want to check out Sony's online store, where the HMZ-T3W is now available for pre-order for $999. Hirai and Co. claim this third iteration of the head-mounted display comes with dual OLED monitors that simulate sitting 65 feet away from an enormous 750-inch screen. The wireless version that's up on Sony's website -- a wired version might come out in the future -- can stream content up to 7 meters away from the source, although it's still tethered to a small battery pack. One of our favorite features, however, is that it plugs into smartphones and tablets via MHL or micro-HDMI. The units won't start shipping until next month, but those who'd like to watch movies or game à la Geordi La Forge better start writing that letter to Santa.

While Google Glass might be the darling of the augmented reality wearable market, other companies like Vuzix and Epson have had skin in the game for much longer than the folks in Mountain View. One such firm to have caught the AR bug early is Optinvent, which debuted an early version of its ClearVu head-mounted display way back in 2009. Fast forward to 2013, and Optinvent is ready to move on to the final production stage of what it's now calling the Ora, which it hopes will give Google Glass a run for its money, not just with superior optics but a softer blow to the wallet as well. We had a chance to sit down with CEO Kayvan Mirza at the Glazed conference in San Francisco, where we learned more about the Ora and had a chance to try it on ourselves.

One of the first things Mirza told us was that the Ora offers "true AR," which overlays the entire display in front of your eyes much like a heads-up display unit. This is unlike Glass, which he says offers more of a "companion display" where you have to look up to view it. Don't be concerned about the Ora completely blocking your sight however, as it has a very unique feature we've yet to see in wearable optics. It's called Flip-Vu, and it lets you pivot the display downward into what's called dashboard or glance mode so that it's now more of a companion display rather than one that dominates your entire field of vision (You can see a demo video of this after the break). Mirza says glancing downward is a much more natural position than looking up, as we tend to look down at our phones and other devices anyway.%Gallery-slideshow99628%

Sony's 3D head-mounted displays have been asking for a place in your film-watching and gaming routines since 2011, but now their latest HMD is volunteering to act as the viewing end of medical endoscopes. Hirai and Co. have just unveiled what amounts to a retooled HMZ-T2, dubbed the HMM-3000MT, which helps surgeons peek inside a patient's body in 2D or 3D -- the latter of which is said to improve precision. By eliminating the need to keep tabs on an external screen, the electronics giant thinks doctors won't have to restrict their posture and movement.

Though the hardware carries the same 720p 0.7-inch OLED panels as its sibling, it's been tweaked for use in a standing position with beefed up support for balance and comfort. The hardware also packs a picture-in-picture feature to catch different views of operations, and even the ability to rotate and flip video feeds. While the headgear has been approved for use in Japan, it hasn't been confirmed for a launch in other territories. In other words, don't expect to see it if you go under the knife relatively soon.

While head-mounted displays are nothingnew, LG has patented a novel method for utilizing them that might grab your attention. The patent states that when you're staring at content on a device like a tablet, the HMD is inactive. But turn your head or the device away and that same content will automatically fade into view right in front of your bespectacled eyes. According to the filing, the noggin-strapped contraption is set to buzz as it switches displays and there'll be a slight transitional pause when viewing video. While we're betting virtual reality goggles and Google-branded headgear might prove to be a touch more popular, this is at least a lot cooler than passive 3D clip-ons.

For the sheer variety of virtual reality headsets available, there's been few resources available for those who want to craft their own devices. USC wants to save us the effort of searching around. Its MxR Lab has just launched a showcase of creations and modifications that DIY enthusiasts can build, including open source code for both the devices and integrating full-body motion control through Kinect for Windows or OpenNI. The most ambitious is Socket HMD, a complete 1,280 x 800 headset that involves a 3D-printed shell and custom-assembled electronics. If your own ambitions don't stretch that far, you can still build the VR2GO viewer, which uses iPhones and iPod touch players as the eyepieces, as well as mods for the Oculus Rift developer kit that add stereo cameras or increase the field of view. Yes, you'll need a 3D printer and a knack for programming to get most of these projects going, but you won't have to wait for someone to make them for you -- a big help when many ready-made VR displays are either in development or priced out of reach for the average person.

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3dPrintingdiyHead-mountedDisplayheadsethmdkinectforwindowsmxropenniopensourceUniversityOfSouthernCaliforniaLosAngelesuscvirtualrealityvrSun, 17 Mar 2013 06:39:00 -040021|20506984http://www.joystiq.com/2013/01/15/valves-two-talks-at-gdc-2013-vr-is-hard-team-fortress-2-in-yo/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Joystiq&ncid=rss_semi
http://www.joystiq.com/2013/01/15/valves-two-talks-at-gdc-2013-vr-is-hard-team-fortress-2-in-yo/http://www.joystiq.com/2013/01/15/valves-two-talks-at-gdc-2013-vr-is-hard-team-fortress-2-in-yo/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Joystiq#commentsValve will be giving two talks at GDC 2013, one to discuss porting Team Fortress 2 to virtual reality goggles, and the other focused on hurdles in developing for virtual and augmented reality.

Valve programmer Joe Ludwig will lead the TF2 talk, titled "What We Learned Porting Team Fortress 2 to Virtual Reality," and Valve research and development man Michael Abrash leads the second talk, called "Why Virtual Reality is Hard (And Where it Might be Going)." Abrash will focus on head-mounted displays. Not "displaying mounted heads" - that's at the Big-Game Developers Conference.

GDC 2013 is at San Francisco's Moscone Center from March 25 - 29. Other notable talks include a postmortem on FTL: Faster than Light, a talk from Capy on paid apps, one on The Walking Dead's art, and talks on mainstream games such as XCOM: Enemy Unknown, Assassin's Creed 3, Spec Ops: The Line, Hitman: Absolution, Mass Effect 3 and more. Peruse the list here.

Zeiss must be doing well in the lens business, as it hasn't exactly been in a rush to get its Cinemizer OLED on to shelves. Still, we're happy to say that the head-mounted display is at last slipping into retailers: Amazon partners are now carrying the regular 870 x 500 version for $749 in the US (German titling aside) and £578 in the UK. It doesn't look to be the version with head tracking that we tried earlier this year, but you'll still get a 3D image through HDMI 1.4 in addition to 2D through either the HDMI link or analog input. The price makes it a tempting alternative to the more advanced but costlier Sony HMZ-T2 -- and for those who'd like something slightly more discreet-looking while they zone out with a good movie.

Sony rolled out its first head-mounted 3D visor last fall, and announced the HMZ-T2 followup recently at IFA 2012. Now in Japan it has revealed few more details about the changes it's made this time around as well as a release date and pricing. Scheduled to hit shelves on October 13th, the HMZ-T2 features all the upgrades we'd heard about: lighter total weight, redesigned head strap for improved comfort, ear buds instead of headphones plus 24p cinema support and a "Clear" panel drive mode for fast moving content. While we still don't have a US price the Japanese damage is 70,000 yen ($894), a 10,000 yen ($127) boost over last year's model which cost $799 in the US. Sony Japan has also put together an "Institute for Immersive Pleasure" Facebook page , and plans to show it off again at the Tokyo Game Show. Check out our hands-on impressions from IFA here, we'll let you know when there's more release information for other regions.

Sony almost sneaked this one by us at today's IFA press event. In fact, it was never mentioned on stage and practically buried in the day's flood of PR. The HMZ-T2 is the company's next generation wearable 3D display. Aesthetically it doesn't appear very different from last year's T1 and, spec-wise, things seem largely the same as well. Put the head-mounted unit on and you'll be presented with a pair of 0.7-inch OLED monitors that deliver 45 degrees of three-dimensional entertainment. There's also the same Virtualphones tech baked in, that create the illusion of a 360-degree 5.1 surround sound system. The T2 distinguishes itself primarily through a refined design that makes it lighter and more comfortable (without resorting to shape-shifting liquid metal, either). For more, check out the PR below.

Remember that Canon Mixed Reality project? For those torn between cold, hard real world, and the sickly sweet virtual one? Due for release this month, Canon's been showing off its purpose-built HMD in real (or is it virtual?) use to DigInfo. Using those stereo cameras and a "free-curve" prism -- along with high-speed image processing -- we get a glimpse at how it generates life-size virtual objects in real-time. While this could benefit a number of scenarios, Canon points to industrial design, where mock-ups are commonly used. This system allows designers to run through virtual versions first, before committing to more time intensive physical models. Working on something where this could be handy? Canon also says there will be an SDK for developers coming soon. Head past the virtual break for the real video tour.

It may still be some time before you can take Google's ambitious wearable computing project for a spin, but there's certainly no shortage of head-mounted displays out there for those looking to blaze a trail of their own. You can now add Silicon Micro Display's new ST1080 glasses to that list, a full 1080p display that will handle both 2D and 3D content (in a variety of formats), and also allow you to see through the glasses for augmented reality applications (albeit with just 10 percent transparency). As with most such glasses, however, you won't get head-tracking capabilities, and you'll have a couple of tethers to contend with (HDMI for video and USB for power, including via an optional battery pack). Those not put off by those constraints or the whole visor look can place their order now for $799.

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glassesgoggleshmdsilicon micro displaySiliconMicroDisplayST1080wearablewearable computingwearable displayWearableComputingWearableDisplayFri, 18 May 2012 03:27:00 -040021|20240381http://www.engadget.com/2012/03/14/samsung-patents-using-a-phone-as-a-pointer-while-wearing-an-HMD/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Engadget&ncid=rss_semi
http://www.engadget.com/2012/03/14/samsung-patents-using-a-phone-as-a-pointer-while-wearing-an-HMD/http://www.engadget.com/2012/03/14/samsung-patents-using-a-phone-as-a-pointer-while-wearing-an-HMD/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Engadget#commentsWe're not sure how many head-mounted displays you've had your follicles on, but generally the answer around the Engadget compound is, "quiteafew." If you've ever played with such a wearable gadget though, you'd know that head-tracking, while intuitive, isn't always the most accurate way to control a device. Samsung has patented an alternative method that lets you keep wearing those silly goggles, but uses your cellphone almost like a gyroscopic mouse to pilot a pointer. Rather than use a gyroscope or accelerometer (both of which are present in many modern smartphones), Samsung's patent turns to the camera -- a feature found in even the lowliest dumbphone. The primarily software-based solution would require that both the phone's sensor and the display have an agreed upon background marker to help line up the motions. If you're the type that loves to dig through the minutiae of patents there's something seriously wrong with you, but you'll find what you're looking for at the source.

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cameracamera phoneCameraPhonecellphonehead mounted displayhead-mounted displayHead-mountedDisplayHeadMountedDisplayhmdmobile phoneMobilePhonepatentpointersamsungWed, 14 Mar 2012 10:54:00 -040021|20192977http://www.engadget.com/2012/03/06/zeiss-cinemizer-oled-head-tracking-hands-on/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Engadget&ncid=rss_semi
http://www.engadget.com/2012/03/06/zeiss-cinemizer-oled-head-tracking-hands-on/http://www.engadget.com/2012/03/06/zeiss-cinemizer-oled-head-tracking-hands-on/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Engadget#commentsThe Carl Zeiss Cinemizer OLED has been a long time in the making -- we first heard about the video glasses at Macworld in 2008 -- but the company has yet to push the head-mounted display past the prototype phase. We stumbled upon Zeiss' booth here at CeBIT, where we found a version of the glasses that look mighty similar to the mock-up we saw in marketing materials from 2010, but are now equipped with a pair of head-tracking modules to expand the yet-to-be released marvel's practicality. With head-tracking now on board, the Cinemizer can theoretically appeal to gamers, architects, even educators, who can use the glasses in the classroom.

We took a look at an Inreal CAD app demo that lets the wearer navigate a yet-unbuilt house, walking through virtual rooms (a joystick is used for forward motion, so you won't be accidentally walking into physical walls) as you judge paint colors, furniture placement and try to convince your significant other that there really is room for a 65-inch HDTV. The tracking modules are located behind the ear rests on each side of the OLED glasses, which have seen a slight boost in resolution since we last heard about them, jumping from VGA to 870 x 500 pixels in each OLED panel. Tracking was responsive and accurate -- the experience of walking around a room felt almost lifelike. What's even more exciting than the device's performance is that we may finally see these hit stores in 2012, with a tentative summer ship date. And, while still a pricey addition to your display collection, the Cinemizer lands on the inexpensive end of the Zeiss product scale, ringing up at €649 (about $850), plus another €100 for the tracking hardware. Jump past the break to see it in action.

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CADCarl ZeissCarl Zeiss Cinemizer OLEDCarlZeissCarlZeissCinemizerOledcebitcebit 2012Cebit2012CinemizerCinemizer OLEDCinemizerOleddisplaydisplaysglasseshands-onhead mounthead mountedhead mounted displayhead-mounted displayHead-mountedDisplayHeadMountHeadMountedHeadMountedDisplayHMDHUDinrealinreal CADInrealCadOLEDOLED glassesOledGlassesvideovideo glassesVideoGlassesvirtual realityVirtualRealityVRzeissTue, 06 Mar 2012 11:06:00 -050021|20186937http://www.engadget.com/2011/11/19/sonys-hmz-t1-headset-gets-a-diy-vr-upgrade-video/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Engadget&ncid=rss_semi
http://www.engadget.com/2011/11/19/sonys-hmz-t1-headset-gets-a-diy-vr-upgrade-video/http://www.engadget.com/2011/11/19/sonys-hmz-t1-headset-gets-a-diy-vr-upgrade-video/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Engadget#comments
Sony's new HMZ-T1 headset may look like the virtual reality headset you always dreamed of back in the 1990s, but it's not -- at least, not out of the box. It's simply a wearable 3D display, with none of the head-tracking capabilities necessary for a truly immersive experience. Of course, that little drawback isn't going to stop the more DIY-minded individuals among us, one of whom has now paired the headset with a TrackIR 5 head-tracking device and demonstrated the results on YouTube. Check out some VR-ified World of Warcraft and Skyrim after the break.